73 lines
2.2 KiB
Plaintext
73 lines
2.2 KiB
Plaintext
function st_control() {
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c_input();
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var mouse = c_2dto3d(mouse_x,mouse_y);
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if select && selectedunit == noone {
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var mousex = floor(mouse.x/global.tilesize.x);
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var mousey = floor(mouse.y/global.tilesize.y);
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log(mousex, mousey);
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if mousex < array_length(global.map) && mousex >= 0 {
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if mousey < array_length(global.map[mousex]) && mousey >= 0 {
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var i;
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for (i=0; i<array_length(global.map[mousex][mousey].contents); i++) {
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if global.map[mousex][mousey].contents[i].object_index == o_unit {
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var dude = global.map[mousex][mousey].contents[i];
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if dude.alignment == global.turn {
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c_selectunit(dude);
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} else {
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c_markunit(dude);
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}
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}
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}
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}
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}
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} else if select {
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if mouse.x > global.gw-100 {
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var guyhits = floor(abs(mouse.y-global.gh-10)/32);
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log(guyhits, array_length(selectedunit.inventory));
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if guyhits < array_length(selectedunit.inventory) {
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//log("doing");
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selectedunit.equippedweapon = guyhits+1;
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c_equipweapon(selectedunit, selectedunit.inventory[selectedunit.equippedweapon]);
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}
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//draw_text(global.gw-10, global.gh-10-i*20;
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}
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}
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if selectedunit == noone {
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hspd = lerp(hspd, (right-left)*((.1+stop*.1)*(ts.x)), .4);
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vspd = lerp(vspd, (down-up)*((.1+stop*.1)*(ts.y)), .4);
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x += hspd;
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y += vspd;
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} else {
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hspd = 0;
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vspd = 0;
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x = lerp(x, selectedunit.x, .4);
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y = lerp(y, selectedunit.y, .4);
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}
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global.camerax = x;
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global.cameray = y;
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var mousex = floor(mouse.x/global.tilesize.x);
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var mousey = floor(mouse.y/global.tilesize.y);
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//log(mousex, mousey);
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hoveredunit = selectedunit;
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if mousex < array_length(global.map) && mousex >= 0 {
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if mousey < array_length(global.map[mousex]) && mousey >= 0 {
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var i;
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for (i=0; i<array_length(global.map[mousex][mousey].contents); i++) {
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if global.map[mousex][mousey].contents[i].object_index == o_unit {
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hoveredunit = (global.map[mousex][mousey].contents[i]);
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}
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}
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}
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}
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var i;
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for (i=0; i<array_length(global.units[global.turn]); i++) {
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if global.units[global.turn][i].waiting = false exit;
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}
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c_dewait(global.turn);
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global.turn = (global.turn+1)%2;
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log("TURN " + string(global.turn));
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state = st_enemyturn;
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} |